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steph thirion trsp.net

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I recommend digging into the available actions, this looks more flexible than anything else in this space (eg IFTTT, Zapier). There's control flow (if and while), and some actions aren't tied to any service: there's a "Recurrence" action that allows to trigger actions at specific intervals, an "HTTP" action that can send a request with any URL+method+headers+body+auth, there's a "Delay" action, FTP and SMTP output actions...

edit: "HTTP" can also be a trigger.

edit:

List of service agnostic triggers:

- Recurrence (RecurrenceTrigger an event to run at regular, customized time intervals)

- HTTP (Trigger an event based on a select REST API)

- HTTP + Swagger (Trigger an event based on a select Swagger-enabled API)

- Button (Manually trigger a flow)

- Request (This is an incoming API call that could use actions in a Logic App or other API to trigger this flow)

- RSS - When a feed item is published (Triggers a workflow when a new feed item is published)

edit:

List of service agnostic actions:

- S/FTP - Create file (This operation creates a file)

- S/FTP - List files in folder (This operation gets the list of files and subfolders in a folder)

- Delay (Set how long an action should be delayed once the flow is triggered)

- Delay until (Delay an action until a specific date. For shorter time periods, use the Delay action instead)

- HTTP (Choose a REST API to invoke)

- HTTP + Swagger (Choose a Swagger-enabled API to invoke)

- Response (This is an incoming API call that could use the results of an action to trigger this flow)

- Compose ?

- Filter Array

- Mail (Sends an email)

- Push notification - Send a push notification (Sends a push notification to the Flow app)

- RSS - List all RSS feed items (Get all RSS feed items)

- SMTP - Send Email (This operation sends an email to one or more recipients)

(Edit: so this is a pre-existing game concept. Should have read the about page first :) Thanks for showing me this game in a nice little implementation anyway. & my feedback/suggestion still stands.)

Outstanding work. This is an excellent, simple and original logic game, well done.

Only negative thing I experienced: it can be tough(/not particularly fun) to find similar rows/columns when playing on larger grids. And I don't feel like finding similar complex line patterns is where the game design esthetic shines. Not sure how you could solve this. Perhaps some sort of visualization of similarity of rows for larger grids? Say two rows are identical (minus missing tiles), then the same little icon could appear to the right of each row. Icons could be differentiated by shape, or color. Just an idea. Good work :)

Disclaimer: I'm a game designer

In theory, could elevators replace satellites? If so perhaps an initial batch of elevators could also be used to clean up the space junk (including the now obsolete satellites).

A Star in a Bottle 12 years ago

You went from "a monument to human achievement surpassing X" to "the first human achievement surpassing X". Fairly silly you said? ;)

Thanks! About OpenGL I don't know if I'm a good example to follow, in my case I mostly needed to understand how to setup, send vertices to OpenGL, set colors, activate blending, once I figured that out I abstracted that stuff away in a Processing-like API (setColor, drawRect, translate...) so I could forget about all that stuff. I figured things out mostly by skimming through this book [1], looking at the Processing code base, OpenGL tutorials, Stack Overflow... For the odd texture I still use the Texture2D class from Apple's examples. Note that at the time there were not many good OpenGL libraries for iOS, now things are different, OpenFrameworks works on iOS, there's Cinder, etc. Had I started a year later I probably could have skipped all that stuff instead of building my own library.

[1] http://www.amazon.com/Mobile-3D-Graphics-Kaufmann-Computer/d... [2] http://processing.org/

Thanks! Music and sound were all made with Logic and a software synths. Would love to get into procedural music eventually though. The process for the sound was grabbing some video of the game, throw that in Logic, and hunt for sounds that match by tweaking the synth. The process for the music sometimes start by drawing semi randomly on the piano roll and listen to find for good bits, or sometimes by playing around with the midi keyboard, then tweak it to taste. One trick I often use is to stick to the white keys, it makes it easier when you don't know solfege like me. :) (But it does restrict you a lot harmonically.) Once I have a good riff then I move to a riff to add on top, and so on. This process can take me days to finish one song, but time seems to move very fast (faster than during a focused coding session).

https://news.ycombinator.com/item?id=7191782

Thanks! I used Apple Logic, long time user since the Emagic days. [1]

My dad and his brothers and sisters grew up under a strict piano every morning before school regimen.

He tried to teach me too when I was 5 or 6 with little discipline and moderate success, it never went very far, I wasn't very interested in the technical stuff, I just sometimes fussed with it. Eventually in my teen years I got into playing guitar and come up with structured songs, then piano, then singing, then music production, then electronic instruments... But always as a self taught hobby, not much discipline. I know close to nothing about solfege. I mostly fuss with stuff and try to find melodies that sound good to my ear.

It's funny because musically I became the opposite of my dad. He has absolute pitch, I absolutely do not. He can't memorize songs because he was taught to play while reading scores, I can't read scores and play everything by memory. He never made a song of his own, I only play my own stuff. That said the times he tried to teach may have been important, I think I have a good ear for melody and those very early days of piano playing may be why (but that's just a guess).

[1] http://en.wikipedia.org/wiki/Emagic

Hey HN! Thanks for the feedback! I studied graphic design, played/made music as a hobby, and became passionate about coding (mostly self taught), so much that I tend to integrate code into everything I do, including in the design process. The idea for the game happened while coding, all the art in the game is procedural (except the wiggly lines in the center of the planets, that's the only in-game texture), and the trailer is generated in one swoop by code (by automating the game engine and outputting every frame as a png file).

Eliss Infinity is a reboot of Eliss which was an early iPhone game (2009) which took me 5 months of work (+2 months to learn and build libraries in OpenGL and Objective-C). I polished it, made it more accessible, added a tutorial, added new modes, new music, a text-free interface... made it universal (there was only one resolution when Eliss came out), added Game Center, sync ... All this work took me more than twice the work I put into the original game.

Let me know if you have any questions.